Moved the PointInSector functions into FLevelLocals
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38 changed files with 167 additions and 162 deletions
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@ -161,12 +161,12 @@ static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AA
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// I wish there was a better method to do this than randomly looking through the portal at a few places...
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if (checkabove)
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{
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sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
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sector_t *upper = sec->Level->PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
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NoiseMarkSector(upper, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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if (checkbelow)
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{
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sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
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sector_t *lower = sec->Level->PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
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NoiseMarkSector(lower, soundtarget, splash, emitter, soundblocks, maxdist);
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}
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